feat: 新增NPC与外交逻辑,优化UI组件结构

重构并精简了部分UI组件,移除冗余弹窗与详情组件,新增NPC相关逻辑(npcBehaviorLogic、npcGrowthLogic、npcStore等)及外交逻辑(diplomaticLogic、DiplomacyView)。完善分页、标签、复选框等通用UI组件。优化战报弹窗,调整README下载链接为相对路径,修复部分国际化内容。
This commit is contained in:
谦君
2025-12-15 08:23:45 +08:00
parent 44580909a3
commit 9b9fda0400
164 changed files with 18628 additions and 2775 deletions

View File

@@ -1,12 +1,30 @@
<template>
<div v-if="planet" class="container mx-auto p-4 sm:p-6">
<div class="flex justify-between items-center mb-4 sm:mb-6 gap-2">
<h1 class="text-2xl sm:text-3xl font-bold">{{ t('buildingsView.title') }}</h1>
<div class="text-xs sm:text-sm">
<span class="flex items-center gap-1.5 text-muted-foreground">
<Grid3x3 :size="14" />
{{ getUsedSpace(planet) }} / {{ planet.maxSpace }}
</span>
<h1 class="text-2xl sm:text-3xl font-bold mb-4 sm:mb-6">{{ t('buildingsView.title') }}</h1>
<!-- 占地显示 -->
<div class="mb-4 sm:mb-6 p-3 sm:p-4 bg-muted/50 rounded-lg border">
<div class="flex items-center justify-between">
<div class="text-sm sm:text-base font-medium flex items-center gap-2">
<Grid3x3 :size="16" />
{{ t('buildingsView.spaceUsage') }}:
</div>
<div class="text-sm sm:text-base font-bold">
<span :class="getUsedSpace(planet) > planet.maxSpace ? 'text-destructive' : 'text-primary'">
{{ formatNumber(getUsedSpace(planet)) }}
</span>
<span class="text-muted-foreground mx-1">/</span>
<span>{{ formatNumber(planet.maxSpace) }}</span>
</div>
</div>
<div class="mt-2">
<div class="w-full bg-background rounded-full h-2.5 sm:h-3 overflow-hidden">
<div
class="h-full transition-all duration-300"
:class="getUsedSpace(planet) > planet.maxSpace ? 'bg-destructive' : 'bg-primary'"
:style="{ width: `${Math.min((getUsedSpace(planet) / planet.maxSpace) * 100, 100)}%` }"
/>
</div>
</div>
</div>
@@ -16,64 +34,46 @@
<CardUnlockOverlay :requirements="BUILDINGS[buildingType].requirements" :currentLevel="getBuildingLevel(buildingType)" />
<CardHeader>
<div class="flex justify-between items-start gap-2">
<div class="min-w-0 flex-1">
<div class="mb-2">
<div class="flex flex-col sm:flex-row sm:justify-between sm:items-start gap-2">
<CardTitle
class="text-base sm:text-lg cursor-pointer hover:text-primary transition-colors"
class="text-sm sm:text-base lg:text-lg cursor-pointer hover:text-primary transition-colors underline decoration-dotted underline-offset-4 order-2 sm:order-1"
@click="detailDialog.openBuilding(buildingType, getBuildingLevel(buildingType))"
>
{{ BUILDINGS[buildingType].name }}
</CardTitle>
<CardDescription class="text-xs sm:text-sm">{{ BUILDINGS[buildingType].description }}</CardDescription>
<Badge variant="secondary" class="text-xs whitespace-nowrap self-start order-1 sm:order-2">
Lv {{ getBuildingLevel(buildingType) }}
</Badge>
</div>
<Badge variant="secondary" class="text-xs whitespace-nowrap flex-shrink-0">Lv {{ getBuildingLevel(buildingType) }}</Badge>
</div>
<CardDescription class="text-xs sm:text-sm">{{ BUILDINGS[buildingType].description }}</CardDescription>
</CardHeader>
<CardContent>
<div class="space-y-3">
<div class="text-xs sm:text-sm space-y-1.5 sm:space-y-2">
<p class="text-muted-foreground mb-1 sm:mb-2">{{ t('buildingsView.upgradeCost') }}:</p>
<div class="space-y-1 sm:space-y-1.5">
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="metal" size="sm" />
<span class="text-xs">{{ t('resources.metal') }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="
getResourceCostColor(planet.resources.metal, getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).metal)
"
>
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).metal) }}
</span>
</div>
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="crystal" size="sm" />
<span class="text-xs">{{ t('resources.crystal') }}:</span>
<div
v-for="resourceType in costResourceTypes"
:key="resourceType.key"
v-show="
resourceType.key !== 'darkMatter' || getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).darkMatter > 0
"
class="flex items-center gap-1.5 sm:gap-2"
>
<ResourceIcon :type="resourceType.key" size="sm" />
<span class="text-xs">{{ t(`resources.${resourceType.key}`) }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="
getResourceCostColor(
planet.resources.crystal,
getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).crystal
planet.resources[resourceType.key],
getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1)[resourceType.key]
)
"
>
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).crystal) }}
</span>
</div>
<div class="flex items-center gap-1.5 sm:gap-2">
<ResourceIcon type="deuterium" size="sm" />
<span class="text-xs">{{ t('resources.deuterium') }}:</span>
<span
class="font-medium text-xs sm:text-sm"
:class="
getResourceCostColor(
planet.resources.deuterium,
getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).deuterium
)
"
>
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1).deuterium) }}
{{ formatNumber(getBuildingCost(buildingType, getBuildingLevel(buildingType) + 1)[resourceType.key]) }}
</span>
</div>
</div>
@@ -113,6 +113,9 @@
<span>{{ formatNumber(getDemolishRefund(buildingType).metal) }} {{ t('resources.metal') }}</span>
<span>{{ formatNumber(getDemolishRefund(buildingType).crystal) }} {{ t('resources.crystal') }}</span>
<span>{{ formatNumber(getDemolishRefund(buildingType).deuterium) }} {{ t('resources.deuterium') }}</span>
<span v-if="getDemolishRefund(buildingType).darkMatter > 0">
{{ formatNumber(getDemolishRefund(buildingType).darkMatter) }} {{ t('resources.darkMatter') }}
</span>
</div>
</div>
</div>
@@ -121,7 +124,35 @@
</div>
<!-- 提示对话框 -->
<AlertDialog ref="alertDialog" />
<AlertDialog :open="alertDialogOpen" @update:open="alertDialogOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ alertDialogTitle }}</AlertDialogTitle>
<AlertDialogDescription class="whitespace-pre-line">
{{ alertDialogMessage }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogAction>{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
<!-- 拆除确认对话框 -->
<AlertDialog :open="demolishConfirmOpen" @update:open="demolishConfirmOpen = $event">
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ t('buildingsView.confirmDemolish') }}</AlertDialogTitle>
<AlertDialogDescription class="whitespace-pre-line">
{{ demolishConfirmMessage }}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel>{{ t('common.cancel') }}</AlertDialogCancel>
<AlertDialogAction @click="confirmDemolish">{{ t('common.confirm') }}</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
</div>
</template>
@@ -138,24 +169,51 @@
import { Badge } from '@/components/ui/badge'
import ResourceIcon from '@/components/ResourceIcon.vue'
import CardUnlockOverlay from '@/components/CardUnlockOverlay.vue'
import AlertDialog from '@/components/AlertDialog.vue'
import {
AlertDialog,
AlertDialogAction,
AlertDialogCancel,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle
} from '@/components/ui/alert-dialog'
import { Clock, Grid3x3 } from 'lucide-vue-next'
import { formatNumber, formatTime, getResourceCostColor } from '@/utils/format'
import * as buildingLogic from '@/logic/buildingLogic'
import * as buildingValidation from '@/logic/buildingValidation'
import * as publicLogic from '@/logic/publicLogic'
import * as officerLogic from '@/logic/officerLogic'
const gameStore = useGameStore()
const detailDialog = useDetailDialogStore()
const { t } = useI18n()
const { BUILDINGS, TECHNOLOGIES } = useGameConfig()
const planet = computed(() => gameStore.currentPlanet)
const alertDialog = ref<InstanceType<typeof AlertDialog> | null>(null)
// AlertDialog 状态
const alertDialogOpen = ref(false)
const alertDialogTitle = ref('')
const alertDialogMessage = ref('')
// 拆除确认对话框状态
const demolishConfirmOpen = ref(false)
const demolishConfirmMessage = ref('')
const pendingDemolishBuilding = ref<BuildingType | null>(null)
// 资源类型配置(用于成本显示)
const costResourceTypes = [
{ key: 'metal' as const },
{ key: 'crystal' as const },
{ key: 'deuterium' as const },
{ key: 'darkMatter' as const }
]
// 根据星球类型过滤可用建筑
const availableBuildings = computed(() => {
const availableBuildings = computed<BuildingType[]>(() => {
if (!planet.value) return []
return Object.values(BuildingType).filter(buildingType => {
return (Object.values(BuildingType) as BuildingType[]).filter(buildingType => {
const config = BUILDINGS.value[buildingType]
if (planet.value!.isMoon) {
// 月球只能建造月球专属建筑
@@ -189,19 +247,17 @@
const handleUpgrade = (buildingType: BuildingType) => {
// 检查前置条件
if (!checkUpgradeRequirements(buildingType)) {
alertDialog.value?.show({
title: t('common.requirementsNotMet'),
message: getRequirementsList(buildingType)
})
alertDialogTitle.value = t('common.requirementsNotMet')
alertDialogMessage.value = getRequirementsList(buildingType)
alertDialogOpen.value = true
return
}
const success = upgradeBuilding(buildingType)
if (!success) {
alertDialog.value?.show({
title: t('buildingsView.upgradeFailed'),
message: t('buildingsView.upgradeFailedMessage')
})
alertDialogTitle.value = t('buildingsView.upgradeFailed')
alertDialogMessage.value = t('buildingsView.upgradeFailedMessage')
alertDialogOpen.value = true
}
}
@@ -291,7 +347,13 @@
return false
}
if (planet.value.buildQueue.length > 0) return false
// 检查建造队列是否已满(只计算建筑类型的队列项)
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
const maxQueue = publicLogic.getMaxBuildQueue(planet.value, bonuses.additionalBuildQueue)
const buildingQueueCount = planet.value.buildQueue.filter(item => item.type === 'building' || item.type === 'demolish').length
if (buildingQueueCount >= maxQueue) {
return false
}
// 检查前置条件
const validation = buildingValidation.validateBuildingUpgrade(
@@ -307,7 +369,8 @@
return (
planet.value.resources.metal >= cost.metal &&
planet.value.resources.crystal >= cost.crystal &&
planet.value.resources.deuterium >= cost.deuterium
planet.value.resources.deuterium >= cost.deuterium &&
planet.value.resources.darkMatter >= cost.darkMatter
)
}
@@ -316,7 +379,21 @@
}
const getBuildingTime = (buildingType: BuildingType, targetLevel: number): number => {
return buildingLogic.calculateBuildingTime(buildingType, targetLevel)
if (!planet.value) return 0
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
// 获取机器人工厂和纳米工厂等级
const roboticsFactoryLevel = planet.value.buildings[BuildingType.RoboticsFactory] || 0
const naniteFactoryLevel = planet.value.buildings[BuildingType.NaniteFactory] || 0
return buildingLogic.calculateBuildingTime(
buildingType,
targetLevel,
bonuses.buildingSpeedBonus,
roboticsFactoryLevel,
naniteFactoryLevel
)
}
// 拆除建筑
@@ -330,20 +407,47 @@
}
const handleDemolish = (buildingType: BuildingType) => {
const success = demolishBuilding(buildingType)
if (!success) {
alertDialog.value?.show({
title: t('buildingsView.demolishFailed'),
message: t('buildingsView.demolishFailedMessage')
})
const buildingName = BUILDINGS.value[buildingType].name
const refund = getDemolishRefund(buildingType)
demolishConfirmMessage.value = `${t('buildingsView.confirmDemolishMessage')}: ${buildingName}
${t('buildingsView.demolishRefund')}:
${t('resources.metal')}: ${formatNumber(refund.metal)}
${t('resources.crystal')}: ${formatNumber(refund.crystal)}
${t('resources.deuterium')}: ${formatNumber(refund.deuterium)}${refund.darkMatter > 0 ? `\n${t('resources.darkMatter')}: ${formatNumber(refund.darkMatter)}` : ''}`
pendingDemolishBuilding.value = buildingType
demolishConfirmOpen.value = true
}
const confirmDemolish = () => {
if (pendingDemolishBuilding.value) {
const success = demolishBuilding(pendingDemolishBuilding.value)
if (!success) {
alertDialogTitle.value = t('buildingsView.demolishFailed')
alertDialogMessage.value = t('buildingsView.demolishFailedMessage')
alertDialogOpen.value = true
}
}
demolishConfirmOpen.value = false
pendingDemolishBuilding.value = null
}
// 检查是否可以拆除
const canDemolish = (buildingType: BuildingType): boolean => {
if (!planet.value) return false
if (planet.value.buildQueue.length > 0) return false
return getBuildingLevel(buildingType) > 0
if (getBuildingLevel(buildingType) <= 0) return false
// 检查建造队列是否已满(只计算建筑类型的队列项)
const bonuses = officerLogic.calculateActiveBonuses(gameStore.player.officers, Date.now())
const maxQueue = publicLogic.getMaxBuildQueue(planet.value, bonuses.additionalBuildQueue)
const buildingQueueCount = planet.value.buildQueue.filter(item => item.type === 'building' || item.type === 'demolish').length
if (buildingQueueCount >= maxQueue) {
return false
}
return true
}
// 获取拆除返还资源